Game History
Round: 1 Purchase Units - Americans Americans buy nothing; Remaining resources: 0 PUs; Turn Complete - Americans Americans collect 20 PUs; end with 20 PUsCombat Hit Differential Summary :
Game History
Round: 5
Puchase Units - Ottomans
Ottomans buy 1 artillery, 4 infantry and 1 tank; Remaining resources: 0 PUs;
Combat Move - Ottomans
8 infantry moved from Mesopotamia to Persia
1 artillery moved from Persia to Mesopotamia
2 infantry moved from Ankara to Mesopotamia
1 infantry moved from Ankara to Mesopotamia
1 artillery moved from Ankara to Constantinople
1 infantry moved from Trieste to Albania
Combat Move - Ottomans
Place Units - Ottomans
1 artillery, 4 infantry and 1 tank placed in Constantinople
Turn Complete - Ottomans
Ottomans collect 22 PUs; end with 22 PUs
@the_good_captain Game History
Round: 5
Puchase Units - Italians
Italians buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Italians
5 infantry moved from Tuscany to Venice
1 infantry moved from Venice to Tyrolia
3 artilleries and 3 infantry moved from Rome to Tuscany
Combat Move - Italians
Place Units - Italians
5 infantry placed in Rome
Turn Complete - Italians
Italians collect 15 PUs; end with 15 PUs
Combat Hit Differential Summary :
USA5 next.
@domanmacgee Game History
Round: 5
Puchase Units - Americans
Americans buy 2 artilleries, 2 infantry and 1 transport; Remaining resources: 2 PUs;
Combat Move - Americans
2 infantry moved from United States of America to SZ 1
5 artilleries, 1 battleship, 7 infantry and 6 transports moved from SZ 14 to SZ 17
5 artilleries and 7 infantry moved from SZ 17 to Albania
2 infantry and 1 transport moved from SZ 1 to SZ 14
2 cruisers moved from SZ 7 to SZ 8
Combat - Americans
Battle in Albania
Americans attack with 5 artilleries and 7 infantry
Ottomans defend with 1 infantry
Americans roll dice for 1 battleship in Albania, round 2 : 1/1 hits, 0.67 expected hits
AustroHungarians roll dice for 1 infantry in Albania, round 2 : 1/1 hits, 0.50 expected hits
1 infantry owned by the Ottomans and 1 infantry owned by the Americans lost in Albania
Americans win, taking Albania from AustroHungarians with 5 artilleries and 6 infantry remaining. Battle score for attacker is 0
Casualties for Americans: 1 infantry
Casualties for Ottomans: 1 infantry
Combat Move - Americans
Turning on Edit Mode
EDIT: Changing ownership of Albania from Americans to Italians
EDIT: Turning off Edit Mode
Place Units - Americans
1 transport placed in SZ 1
2 artilleries and 2 infantry placed in United States of America
Turn Complete - Americans
Americans collect 20 PUs; end with 22 PUs
Combat Hit Differential Summary :
Americans regular : 0.33
AustroHungarians regular : 0.50
@the_good_captain 9 F INF & 3 I INF die to give flexibility to potential future moves based on how G6 goes.
Game History
Round: 6
Puchase Units - AustroHungarians
AustroHungarians buy 2 artilleries and 7 infantry; Remaining resources: 0 PUs;
Combat Move - AustroHungarians
5 artilleries and 6 infantry moved from Ukraine to Tatarstan
1 fighter moved from Ukraine to Tatarstan
7 infantry moved from Ukraine to Moscow
4 artilleries and 11 infantry moved from Ukraine to Romania
3 fighters moved from Vienna to Romania
1 artillery, 1 fighter, 8 infantry and 2 tanks moved from Vienna to Tyrolia
5 artilleries, 9 infantry and 1 tank moved from Trieste to Tyrolia
Combat - AustroHungarians
Battle in Tyrolia
AustroHungarians attack with 6 artilleries, 1 fighter, 17 infantry and 3 tanks
Italians defend with 6 artilleries and 4 infantry; French defend with 6 artilleries and 15 infantry
AustroHungarians roll dice for 6 artilleries, 1 fighter, 17 infantry and 3 tanks in Tyrolia, round 2 : 12/27 hits, 12.00 expected hits
French roll dice for 12 artilleries and 19 infantry in Tyrolia, round 2 : 8/31 hits, 15.50 expected hits
Units damaged: 3 tanks owned by the AustroHungarians
5 infantry owned by the AustroHungarians, 9 infantry owned by the French and 3 infantry owned by the Italians lost in Tyrolia
French and AustroHungarians reach a stalemate
. Battle score for attacker is 21
Casualties for AustroHungarians: 5 infantry
Casualties for French: 9 infantry
Casualties for Italians: 3 infantry
Battle in Tatarstan
Germans loiter and taunt; AustroHungarians attack with 5 artilleries, 1 fighter and 6 infantry
British defend with 1 artillery and 2 infantry
AustroHungarians roll dice for 5 artilleries, 1 fighter and 6 infantry in Tatarstan, round 2 : 6/12 hits, 6.50 expected hits
British roll dice for 1 artillery and 2 infantry in Tatarstan, round 2 : 1/3 hits, 1.50 expected hits
1 infantry owned by the AustroHungarians, 1 artillery owned by the British and 2 infantry owned by the British lost in Tatarstan
AustroHungarians win with 5 artilleries, 1 fighter and 5 infantry remaining. Battle score for attacker is 7
Casualties for AustroHungarians: 1 infantry
Casualties for British: 1 artillery and 2 infantry
Battle in Moscow
AustroHungarians attack with 7 infantry
Russians defend with 1 factory and 6 infantry
AustroHungarians roll dice for 7 infantry in Moscow, round 2 : 4/7 hits, 2.33 expected hits
Russians roll dice for 6 infantry in Moscow, round 2 : 4/6 hits, 3.00 expected hits
4 infantry owned by the Russians and 4 infantry owned by the AustroHungarians lost in Moscow
Russians and AustroHungarians reach a stalemate
. Battle score for attacker is 0
Casualties for AustroHungarians: 4 infantry
Casualties for Russians: 4 infantry
Battle in Romania
AustroHungarians attack with 4 artilleries, 3 fighters and 11 infantry
British defend with 7 infantry
AustroHungarians roll dice for 4 artilleries, 3 fighters and 11 infantry in Romania, round 2 : 6/18 hits, 8.00 expected hits
Russians roll dice for 7 infantry in Romania, round 2 : 3/7 hits, 3.50 expected hits
3 infantry owned by the AustroHungarians and 6 infantry owned by the British lost in Romania
Russians and AustroHungarians reach a stalemate
. Battle score for attacker is 9
Casualties for AustroHungarians: 3 infantry
Casualties for British: 6 infantry
Combat Move - AustroHungarians
Place Units - AustroHungarians
2 artilleries and 7 infantry placed in Vienna
Turn Complete - AustroHungarians
AustroHungarians collect 24 PUs; end with 24 PUs
Combat Hit Differential Summary :
French regular : -7.50
Russians regular : 0.50
AustroHungarians regular : -0.83
British regular : -0.50
another dice swing… also - since the Russian Revolution cannot be avoided and terms must be extended to the CP. They will accept. In lieu of your overwhelming army throwing any dice, I will remove the CP units left in combat as well as all the Russian units. I will nullify the contested territories and Russian territories not under CP control. Romania is still in play in contested status as a “neutral” country. I will upload the end of Russia turn, then I will take Germany’s turn. Sound good?
let me know if you have any question or see something wrong but I think I got it. Here is “R6” - post-revolution (mines also removed per the FAQ). I’ll wait for your okay before executing G6.
@the_good_captain RR cannot be triggered if Moscow is CP-controlled as per the rules (unless something got errata’d that I am not aware of):
My intent for R6 is to intentionally withdraw from Moscow and let AH take it, thus preserving the core Russian stack and allowing it to continue making progress on the board.
Do you have a means of reverting the game state to the end of AH6 before you enforced the RR?
@domanmacgee yes, the AH6 upload. hah! and good call on giving up the capital! rock onward
Actually, I can save us both a lot of time and concede the game here. The whole strategy is/was predicated on the Revolution. The CP is not long for this world with that massive army running around. I see now that AH should have spread its forces evenly between the three territories adjacent.
@the_good_captain NP. If you wanna do a rematch that’s fine.
Re: The RR, I knew you were going for it as soon as like round 3 so I had to awkwardly dance around with the main Russian stack until you messed up by splitting the Austrian/German stacks. At that point it was a matter of just blowing up one of them and winning via Defeat in Detail because combat in this version gets really out of control if one side can get a strong initial round of combat in.
I did like your take on having Germany run down to help AH Vs. Italy/France actually. If Russia went sideways for one reason or another I was getting ready to either forfeit or turtle in Rome and pray that ferrying guys in with USA would be enough to hold out indefinitely. You also held out with Ottomans better than people I’ve played IRL, who just waste their stacks either futilely attacking into India/Russia or going on a fool’s errand into North Africa.
If you want to go again, do you want to swap sides or do you keep wanting to grind out experience as the Central Powers? I’m good for either.
@domanmacgee said in DoMan (Entente) v TGC (Central Powers) 1914, no bid with Russian Revolution:
@the_good_captain NP. If you wanna do a rematch that’s fine.
Re: The RR, I knew you were going for it as soon as like round 3 so I had to awkwardly dance around with the main Russian stack until you messed up by splitting the Austrian/German stacks.
I’m surprised to hear you thought that is/was a mistake. Those 6 infantry on Moscow have a have a 10% chance of causing a contested zone in one of those three adjacent territories (if I hadn’t made that noob mistake of entering the capital).
I can start it from the top of AH6 if you want me to demonstrate that?
When you say forfeit, do you mean that if I hadn’t attacked Moscow like a dummy and you couldn’t create a contested zone on R6, you were going to forfeit the game?
@domanmacgee well, heck now I’m REALLY interested to see how you play the CP. I might take you up on flipping sides and going again if you’re cool with it.
ah, it just hit me. The Russian air units. Right. that would have pushed it into the ball park of 78% chance of creating a contested zone somewhere in there. mind blown.
@domanmacgee sorry to word bomb this thread so much. but for the record (and for my future self). In this game I ignored trying to take the Russian capital and focused solely on trying to cause the Revolution. I did this because in a previous game, I captured the capital and had problems with British coming through Sevastopol and so wanted to try something different in this game. I can see that focusing on the Revolution outcome at the expense of capturing the capital is a lukewarm prospect at best. It asks (probably) too much from the CP. The Rus airforce needs to be nil or nonexistant and the counterattack option on Russia’s final turn needs to be met with 2:1 odds across the three territories to have a ‘reasonable’ chance of success.
@the_good_captain Sorry I was out for the last few hours but you more or less pieced together what I was thinking of doing (Forcing contested territories by any means necessary, up to and including sacrificing the air force).
I’m not sure if entering Moscow itself was a “noob mistake” as it’s a fairly logical trade. I lose the IPCs/production for about 2 turns but the German stack dies immediately with the AH stack following in relatively short order. You would have gotten the free money from taking Moscow and been able to use that to seriously push back on the France/Italy/USA line so the game would have probably turned into either you trying to stabilize the Russian front and making a second attempt at beating Russia Vs. a race of seeing if you can take down Italy before the Russians regroup and kill/cripple AH.
Let’s try flipping sides. It it just as simple as creating the thread then firing up a PBEM game?
I don’t have any delusions of grandeur to expect that I’ll be able to beat you with Central Powers with no bids/no LHTR, but I’ll show you how I usually approach playing them to see if it gives you any ideas/data to work with. Probably will post AH1 in the morning or in a couple of hours.
@domanmacgee well written. Well, it IS a noob mistake if you screaming, “wait, what?!” in your head ;) lol. But that’s how you learn (esp with this RR rule - man o man) I will keep what you just said in the above in mind and actually PLAN that outcome in next time, heh. Still, outside of that, I learned quite a bit in this game. That RR rule is confusing the H out of me though. I’m having difficulty understanding how best to utilize it…or if its even interesting as regards outcomes for one side or the other. Setting up is kinda weird.
go here: https://www.axisandallies.org/forums/category/16/play-boardgames
since play by forum is busted, just play by email through TripleA - self explanatory after that
yes a cease fire for the rest of the day is in order - hope you had a good weekend.